extends Node2D var ShowInventory = 0 var LeftClick = 0 var player_inventory_items = [] var river_intersection_home_2 = preload("res://river_intersection_home2.tscn").instance() var inventory_screen = preload("res://MiscScenes/Inventory.tscn").instance() var current_scene = null var current_camera = null var dev_stats = true func AddInventoryItem(itemid, amount): for x in range(40): if(player_inventory_items[x].item_id == itemid): player_inventory_items[x].amount += amount return #if we reached here then no exisiting item is found and we iterate the array again print("adding item") for x in range(40): if(player_inventory_items[x].item_id == 0): player_inventory_items[x].id = x player_inventory_items[x].item_name = "name" player_inventory_items[x].shortdesc = "desc" player_inventory_items[x].item_id = itemid player_inventory_items[x].amount = amount func GoToScene(scene): if current_scene != null: get_tree().get_root().remove_child(current_scene) match scene: "river_intersection_home_2": current_scene = river_intersection_home_2 get_tree().get_root().add_child(river_intersection_home_2) "inventory_screen": current_scene = inventory_screen get_tree().get_root().add_child(inventory_screen) func LoadSave(): Database.OpenConnection() func _input(event): pass func _ready(): get_tree().get_root().add_child(river_intersection_home_2) get_tree().get_root().add_child(inventory_screen) pass func Log(msg, level=1): match level: 1: print("[Log]" + msg) 2: print("[Warn]" + msg) 3: print("[Err]" + msg)